Paperback: 936 pages
Publisher: Addison-Wesley Professional; 7 edition (July 31, 2009)
Product Dimensions: 7 x 2 x 9 inches
Shipping Weight: 3.4 pounds
Average Customer Review: 2.7 out of 5 stars See all reviews (13 customer reviews)
Best Sellers Rank: #901,061 in Books (See Top 100 in Books) #32 in Books > Computers & Technology > Programming > Graphics & Multimedia > OpenGL #1113 in Books > Textbooks > Computer Science > Graphics & Visualization #1656 in Books > Computers & Technology > Programming > Introductory & Beginning
I'm honestly not sure that this books will very useful to many people at all.If you are both new to OpenGL and will have to deal with old OpenGL code, then it might just be worth it, otherwise, forget it.First, literally 85-90% of the pages in the book relate to functions that have been deprecated.Second, it doesn't make it all that clear exactly what has or hasn't been deprecated so it's rather a mess to dig through to find the relevant bits.Finally, it covers rather little beyond the very basics of GLSL, which is basically what OpenGL 3.0+ is all about.Let me put it this way:If you will have to deal with old code base but already know OpenGL pre-3.0 well then you already know how to deal with old OpenGL code base and since the new stuff is so buried and so sparse what does this get you?If you are new to OpenGL and won't have to deal with an old code base why bother with all the deprecated junk? You do not want to be starting off new code doing it the old ways. In this case:If you need to know the basics of the 3D graphics, don't try to learn it from this book, get a solid, general purpose 3D graphics book for that (or at least something like "Advanced Graphics Programming using OpenGL" which also uses largely deprecated functions but it's written in a better style for this purpose).For a basic introduction on how to use OpenGL (to get yourself up to speed on the basic outline of the API), get something like "Beginning OpenGL Game Programming 2nd ed" just get you started. It'll quickly show you the basic ropes of OpenGL and what you need to do to get the system initialized, viewports set, shaders initialized, rendering attached to Windows windows and some basic info on vertex buffers and such.